The Story chapter-selection processing subsystem is duplicated across two
namespaces (…SelectionProcessing.Main and .BattleResult), each with its own
ProcessingBase : IProcessing + Parameter. m1_genstub keyed output by bare type
name, so only ONE ProcessingBase.g.cs was emitted (BattleResult), and
m1_baseclauses cross-qualified the Main leaves to BattleResult.ProcessingBase —
making it impossible to give IProcessing its real members (Execute(Main.Parameter)
≠ inherited Execute(BattleResult.Parameter) → CS0535).
Now both ProcessingBase variants are generated via the namespace-aware tooling
(<Type>__<Namespace>.g.cs), baseclauses resolves each leaf to its same-namespace
ProcessingBase, and both IProcessing interfaces carry NextProcessing + Execute.
8 IProcessing CS1061 cleared, no CS0535 introduced.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
base-clause recovery strips interfaces (to dodge CS0535), but copied code converts
the stubs to those interfaces -> ~120 CS0266/CS1503. Two mechanisms:
- _IfaceImpl.g.cs: explicit no-op impls of the FULL (copied) interfaces, layered
onto each hierarchy base (BattleCardView/CardVfxCreatorBase/BattlePlayerView/
BattleEnemyView/ClassInfomationUIBase + NullCardVfxCreator). Explicit form never
collides with existing members; leaves inherit. Walks base-interface chains
(IPlayerView : IBattlePlayerView) and emits events.
- _InterfaceReattach.g.cs: plain ': IFoo' for the empty stub interfaces
(IProcessing, IReplayRecordManager).
- ClassBattleCardViewBase/NullBattleCardView: restore dropped BattleCardView base
so they inherit its IBattleCardView impl.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- VfxWith<T> ctor params were swapped ((T,VfxBase) vs decomp (VfxBase,T)) -> ~38
CS1503 across SkillCollectionBase/BattleCardBase skill-processing (ProcessInfo
<-> VfxBase). These are on the resolution path. Fixed to match decomp.
- UnityEngine primitives: implicit Vector3/Vector2<->Vector4 + Color->Color32
conversions; Transform.Translate/Rotate(Vector3,Space) overloads (iTween).
- ITouchProcessor was dropped from touch-processor stubs by base-clause recovery;
re-attach via Shim/View/TouchProcessorIfaces.cs (interface-only for generated
full-surface stubs, interface+no-op members for the empty hand stubs).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
BestHTTP.SocketIO: Socket.On/Off/Emit + SocketIOCallback delegate, SocketManager ctors/
State/Socket/indexer/Open/Close/SettingRealtimeNetworkAgent, SocketOptions. Spine: Skeleton
(Data/Skin/Scale/FindBone/SetSkin/Update), Bone (WorldX/Y/RotationX), SkeletonMecanim
(MonoBehaviour + skeleton). All minimal hand shims (no full-surface -> no SDK closure pull);
node-socket path is Phase-2, off the battle path.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Make the minimal hand shims partial + generate full member surface for the manager/
task/controller god-objects (LoadingViewManager/DeckUpdateTask/MyPageTask/ReplayController/
PlayerControllerForWatching/WatchDataHandler/EvolutionTouchProcessor/StoryChapterSelection
Utility/NonDialogPopup). NonDialogPopup given MonoBehaviour base + hand Close() removed
(superseded by full surface). LoadTask dup deleted (already copied verbatim). RoomMatch
watch/replay closure types stubbed. Copied 8 more closure files.
CS0246-in-generated-signature masking note: 4 such errors were hiding ~1582 — generated
CS0246 masks as hard as header CS0246; the real frontier is 1586 (CS7036 base-ctor +
member-level), 0 structural.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The hand-shim VFX containers only had no-arg Create(); the engine calls them with
collection/params/loading-main args (510 CS1501). Add the real decomp Create overloads
to SequentialVfxPlayer/ParallelVfxPlayer/VfxWithLoading/VfxWithLoadingSequential.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Generate no-op shells for the entire stop-listed View/Vfx/UI/Touch/Story missing-
type closure (~180 types) + 5 copyable engine files. Net-new shells emitted base-less,
so override members are stripped via the new --no-override generator flag. SDK/BCL
over-reach (Adjust/GZipStream/Socket*) and non-battle Story-world clusters reduced to
minimal/empty stubs instead of full-surface. Nested-type closure (BuildInfo/BattleDialog/
ROOM_URI/FuncGetCantAttackText) placed top-level in their decomp namespaces.
Clearing the last View CS0115 unmasked the true member-level frontier: 3916 errors,
0 generated/structural errors, now dominated by Unity-type + god-object members.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Stub-generate BattleLogManager(45)/BattleLogItem(17)/InPlayCardFrameEffectControl(4)
member surfaces from decomp signatures; declare BattleLogWindow+nested enum; make
BattleLogItem a MonoBehaviour so inherited gameObject/transform resolve.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Clears the last type+header frontier (RoomInviteFriendColum override). Per F3 this
unmasks the remaining View/UI/god-object member bodies (~8k) -- the next grind is
pure member-surface growth, closure (~3242 files) now essentially complete.
Clears the last CS0246/CS0234 type frontier; per F3 this unmasks the AI-subsystem
member bodies (~9k member-level errors) -- next grind is extension copies + god-object
member growth.
Resolves the 268-error header frontier: settings Item base, ErrorDialog.Data,
RoomConnectController nested types, Unity asset/light/collider types, CriWare/
CodeStage/Spine SDK surface, and copies INetworkLogger + SingletonMonoBehaviour
verbatim. Per F3 this unmasks the type bodies (~26.5k member-level errors now
visible) -- the real M1 bulk, attacked in following waves.